Magic, sometimes known as sorcery, is a conceptual system that allows an individual to control the natural world (including events, objects, people, and physical phenomena) by utilizing certain universal energies whose nature is generally beyond the scope of the technologically oriented science of all known sentient races. The level at which an individual may manipulate these energies is determined by two factors: mystic potential and study/training. Mystic potential refers to the innate spiritual energy that exists in all living beings. The amount of this energy varies greatly from individual to individual. Unlike mutant powers, these powers sometimes remain dormant for the individual's entire lifetime. Even beings born with vast amounts of potential energy may only access it by learning certain techniques and then by performing these techniques properly. Though the effects of magic are remarkably varied, the energy used to create these effects can be categorized as originating from one of four distinct mystical sources: Egocentric, Ecocentric, Exocentric and Necromantic. Three of the four (Egocentric, Ecocentric, Exocentric) were introduced to Earth by its first Sorcerer Supreme, Agamotto, who recorded information about his discovery and mastery of these "Three Paths to Enlightenment" in THE BOOK OF THE VISHANTI.
Egocentric (from the Greek: ego, "self") This method for manipulating mystic energy, originally known as the Lapis Path, refers to magic derived from tapping into one's own spiritual energies. This particular form of magic may appear to the untrained eye to be psychic in nature, but indeed spiritual energies are tapped rather than psychic or mental energies. Egocentric skills include astral projection, hypnosis, mental domination and telepathy.
Ecocentric (from the Greek: oikos, "household") This method for manipulating mystic energy, originally known as the Emerald Road, refers to the ambient mystic energies of an environment. After learning to control his/her personal energy through the study of Egocentric magic, a sorcerer may next learn how to connect his own life force to the ambient mystic energies of the surrounding environment. Once entwined, the energy may be manipulated to create a variety of effects As with individuals, some places have greater "mystic potential" than others. On Earth, magic energy flows through chartable courses called "ley lines" or lung-mei (dragon paths). Churches and temples are oftentimes built along these lines with sacred sites like Stonehenge and Glastonbury Tor occurring at points where two or more ley lines meet. (See INDEX C: SACRED SITES OF EARTH) Other dimensions such as the Dark Dimension or the various mystic realms have much greater mystic potential than those of the Earth Dimension, but their alien energy is far more difficult to control (See INDEX B: OTHER DIMENSIONAL MYSTIC REALMS).
Once an environment's mystic potential has been tapped, a sorcerer may manipulate it to form and hurl energy blasts (usually referred to as "Bolts of Bedevilment") or erect basic shields. Illusions and disguises are also woven together out of ecocentric materials. One may even conjure up small "solid" items, though said items are not usually very stable and may disappear as quickly as they appeared. Classic elemental substances (Earth, Air, Fire and Water) are also available to the learned mage and may be manipulated into weapons, shields or in some cases, minions.
A specialized form of Ecocentric Magic is known as Weaver Magic. A Weaver Mage, also known as "Wyrdling" learns to mystically see the "threads of destiny" or "life-threads" that float around all living things. Instead of tapping into his own energies (as with Egocentric) or into the ambient energy that surrounds him (the traditional Ecocentric method), the Weaver Mage taps into the personal energies of another individual. Not to steal them (as with Necromantic), but to read them and possibly manipulate the energy lines within the other individual's aura. A Weaver Mage may instantly learn the entire history of anyone or anything just by touching one of these threads, and an experienced Mage is sometimes able to create more favorable fates by entwining this thread with that thread or shearing away knotted destinies. Through careful manipulation of these "Life-lines" a powerful Wyrdling could prevent an undesirable fate from coming to pass. In addition to weaving preferable fortunes, the Weaver Mage is gifted at fashioning bindings, crafting illusions and weaving enchantments into items, especially cloth items. A Grand Master of the Wyrdling Way created Dr. Stephen Strange's Cloak of Levitation.
Exocentric (from the Greek: exo, "outside") This very advanced form of magic, originally known as the Golden Way, refers to the form of magic that draws upon forces from dimensions outside our own. Only very experienced sorcerers are able to communicate with powerful mystical beings that inhabit these "other dimensions" and appeal to them for assistance. To invoke the aid of godlike beings (also referred to as the mystic principalities) such as Cyttorak, Ikonn, Raggadorr or Watoomb (See INDEX A: MYSTIC PRINCIPALITIES) a sorcerer must learn complex incantations and master subtle gestures in order to increase the chances of receiving a positive response. The more powerful the entity (or the less powerful the sorcerer) the more complicated the ritual of invocation becomes.
To attract the attention of an entity, a supplicant will generally use the entity's name in a rhythmic or rhymed incantation. Just as poets and musicians once tried to gain the favor of powerful monarchs by composing clever poems and songs about them, the sorcerer uses his words to gain an entity's favor and display his or her own wit and knowledge. A few examples of incantations...
A spell to conjure the Crimson Bands of Cyttorak. |
A spell to conjure up a mystic storm. |
A spell to reveal a source of evil. |
If possible, the incantation will be spoken at a site that is connected to the entity (i.e. a shrine or temple.) If a sorcerer does not have access to such a place, then items associated with the entity can be gathered together to create a "faux temple". The concept of creating corresponding or sympathetic energies between our world and other dimensions was first elegantly espoused by the thrice sorcerer, Hermes Trismegistrus. In his great work on alchemy, astrology and theurgy, The Emerald Tablet , he wrote, "As below, so as above. As above, so below". All things are connected, from the most divine to the most mundane and a sorcerer may attract specific spiritual energy by gathering items that resonate with similar energy. For example, in order to summon a fire elemental a sorcerer might light a candle, wearing red robes and chant facing south, whereas the ritual to summon an undine would involve a drop of the supplicant's blood mixed into a chalice of salt water on the night of the full moon.
When the Son of Satan, Daimon Hellstrom, needed to call upon the essences of the four elements to
bind the monstrous Blackheart, he cast a spell that utilized the corresponding elemental energies of the
Fantastic Four:
"I call upon the Power of the Earth! Exemplified by the Thing, whose strength of spirit and flesh is as
solid as the world itself!
I call upon the Power of Air! Exemplified by the Invisible Woman, whose strength of spirit and flesh
sustains her family!
I call upon the Power of Fire! Exemplified by the Human Torch, whose passion burns as hot and pure as
the Sun itself!
I call upon the Power of Water! Exemplified by Mister Fantastic, whose malleability of form is exceeded
only by the nobility of his spirit!"
Lists of the sacred places and special objects that are connected to specific mystic principalities are very valuable to sorcerers. These lists are known as "correspondences". (See INDEX D: TABLE OF CORRESPONDENCES.)
Even after all the effort put forth for the invocation, an entity may or may not grant energy to a petitioner. The mere act of being asked gives the entity power and so to encourage this action, some spiritual beings will grant power to any individual who invokes their name in the proper way; however, the entity may also chose to ignore the request. The spiritual energy or "mystic potential" present in the petitioner plays a part in how often requests are granted. The invocation or prayers of an individual who has large amounts of spiritual energy would provide the entity with a more enticing exchange and they would be more inclined to answer them. Some malevolent entities, like Chthon or Satannish, are willing to offer vast amounts of power, but only in exchange for the supplicant's soul. Those who have mastered the art of Exocentric summons will tell you that even perfectly performed rituals may yield no results. The entities can be as fickle as they are powerful. Special arrangements are sometimes made between entities and sorcerers, which allow a certain amount of energy to be accessed without the customary incantation or ritual. In these cases, a single pre-established "magic word" or gesture can be used to trigger the energy exchange.
Necromantic (from the Greek: nekromanteia, from nekros "dead body" + manteia "divination, oracle".) The fourth path or "forbidden path" (as it was originally known) was developed on Earth by the Elder God Chthon and is recorded in THE DARKHOLD. Witnessing his brother Set gaining power by destroying life, Chthon became curious. He studied the release of death energies in order to master this source of power for himself and to better defend himself against the insatiable hunger of Set. Forbidden in every civilized mystic community, this potent form of magic is still practiced by twisted witches and wizards who seek power no matter the cost. Drawing on the potent energies generated by the termination of lesser energies (i.e. human sacrifice) and capable of generating swift and significant results, necromantic incantations have resulted in the destruction of entire civilizations.
Chthon saw early man as little more than lab rats upon which he could conduct a series of mysticgenetic experiments. Twisting together the tissues and essences of man, beast and demon, Chthon created several elder races to serve him as the Serpent Men served SET and the Bird Men of Akah Ma'at served OSHTUR. Chthon's creations include the N'Garai, the Ape Lords, the Man-Bats of Ur-Xanarrh, the Harpies, the goblins, the Nightgaunts and the Wolf Men of Valusia. The Elder God recorded the dark magic A spell to conjure up a mystic storm. From Valtorr's Vial of lapis hue Come Vapor's veils - Cloud sky! Shroud Shu! First cumulus-clad day turn night Then night turn day with lightning's light! My formula will force and form And summon forth the perfect storm! he used to combine death with life in the Darkhold. These spells were unleashed upon the world anew by those greedy for power or ignorant of the price. One such use, over 20,000 years ago, resulted in the Atlantean sorcerer Varnae being transformed into the first vampire. In the 17th century AD, Chthon whispered the spell for making mindless servants of the dead to the Vodu Plague God, Sagbata and the "plague" of Zombies still afflicts mankind. A spell from the Darkhold inflicted the spirit of the ancient Valusian Wolf Lords upon the genes of the Russoff Family causing them to be cursed as Werewolves.
Chthon saw early man as little more than lab rats upon which he could conduct a series of mysticgenetic experiments. Twisting together the tissues and essences of man, beast and demon, Chthon created several elder races to serve him as the Serpent Men served SET and the Bird Men of Akah Ma'at served OSHTUR. Chthon's creations include the N'Garai, the Ape Lords, the Man-Bats of Ur-Xanarrh, the Harpies, the goblins, the Nightgaunts and the Wolf Men of Valusia. The Elder God recorded the dark magic A spell to conjure up a mystic storm. From Valtorr's Vial of lapis hue Come Vapor's veils - Cloud sky! Shroud Shu! First cumulus-clad day turn night Then night turn day with lightning's light! My formula will force and form And summon forth the perfect storm! he used to combine death with life in the Darkhold. These spells were unleashed upon the world anew by those greedy for power or ignorant of the price. One such use, over 20,000 years ago, resulted in the Atlantean sorcerer Varnae being transformed into the first vampire. In the 17th century AD, Chthon whispered the spell for making mindless servants of the dead to the Vodu Plague God, Sagbata and the "plague" of Zombies still afflicts mankind. A spell from the Darkhold inflicted the spirit of the ancient Valusian Wolf Lords upon the genes of the Russoff Family causing them to be cursed as Werewolves.
HISTORY OF SORCERER SUPREME
When the Earth was still young, the Elder Goddess Oshtur became curious about the rest of the
universe and the dimensions that existed beyond this universe, so she left Earth to explore. During her
explorations she encountered Hoggoth, the enigmatic survivor of an ancient, mystic race. Hoggoth had lived
for centuries in isolation on his barren world with only a host of ghosts (spirits of his dead kinsmen)
to keep him company. Oshtur learned much from Hoggoth, but eventually she felt the time had come for
her to continue her journey. Oshtur was surprised when Hoggoth asked to join her. The young goddess
had been alone herself for most of her existence, but she had never felt lonely. Hoggoth helped her to
understand the value of connecting to other beings. The more she pondered this concept of "caring" the
more she found herself longing to return to the world of her birth.
Oshtur returned to find that world was much changed. She was saddened to find her siblings, Set, Chthon and Gaea had come into conflict with one another and she might have left Earth for good, except she became fascinated with the emerging human race. During her cosmic odyssey, Oshtur had seen nearly all there was to see, but there was something in man she had not seen before. Her curiosity turned into concern when she saw Chthon's N'Garai and Set's Serpent Men using them as slaves or livestock, but Oshtur had voluntarily agreed to abide by the restrictions placed upon her brothers, so there was little she could do to help.
Agamotto is said to have emerged from Oshtur's eye circa 25,000 BC as she watched the play of human children and worried at their vulnerability. There is no way to know if this variation on the "virgin Birth" was metaphorical or literal, but through Agamotto, Oshtur was able to defend and aid mankind. Agamotto's early life was spent tirelessly teaching and tending to early man. As Agamotto reached adulthood, he joined with Oshtur and Hoggoth to form the mystic trinity known as the Vishanti.
The official title of "Sorcerer Supreme" was not used until roughly 15,000 BC, when Agamotto chose his successor, but Agamotto became the paradigm that all future Sorcerer Supremes would aspire towards. He used his remarkable talismans, the Three Eyes of Agamotto to battle against demonic forces. He wrote The Book of the Vishanti so humans could learn magic and become enlightened. Mankind did prosper, and Agamotto helped the early sorcerers, alchemists and scientists to develop the great city of Atlantis. Around 19,000 BC when conflicts broke out again between the Elder Gods, he summoned their representatives to Atlantis for the legendary Assemblage of Avatars. The summit was attended by all the greatest sorcerers of the ancient era, including Zhered-Na with her apprentice Dakimh, Lady Linnea, Rotath, Sorrow, Teyanoga, Tuzun Thune, Akoos the Red Wizard, Thulsa Doom, Lord Varnae (still human at the time), and the spirit of C'Thunda, but very little was accomplished and soon after this Agamotto began to express frustration with mankind's limitations. Impressed with Zhered-Na, Agamotto continued to observe and assist her, and he began grooming her to become his successor as humanity's protector.
Agamotto's frustration turned to fury when, during the Great Cataclysm that sank Atlantis, Valusia and Lemuria and wiped out much of civilization, he learned that his beloved friend Zhered-Na had been killed by a fearful superstitious mob (under the influence of the demonic Dweller-in-Darkness). Agamotto withdrew into a world he created within his Orb, turning a blind eye to the horrible suffering that the world endured after the Fall of Atlantis. When Agamotto did finally return to Earth, he spent more time with Oshtur's new "offspring" - the Bird Men of Akah Ma'at. Created by the Elder Goddess to match the power of Chthon's Wolf Men and Set's Serpent Men, the winged people of Akah Ma'at lived in a floating cloud city dedicated to Oshtur in her guise as Ma'at, the Goddess of Truth. Agamotto chose Shamhat Saraswati, a great sorceress of Akah Ma'at to become the next mystic protector of Earth. He gave her the Book of the Vishanti, the Eyes of Agamotto and the title of Sorcerer Supreme. Though she proved herself a worthy choice, guarding the Earth and her peoples from danger from 15,000 to 10,000 BC, she became entangled in an ideological dispute within Akah Ma'at that (with some help from Chthon) grew into a civil war. The two factions, the Seraphim and the Asura, grew so destructive that Oshtur banished the entire race from the Earthly plane and Agamotto, frustrated again, withdrew into his Orb.
Now unsure of his ability to choose a successor, Agamotto chose someone he believed could help him make the right choice, the wizard Genghis. The name Genghis comes from the ancient word ZhËng meaning "right", "just", or "true". Genghis was famous as a Truthteller and when Agamotto asked him who should be the next Sorcerer Supreme, Genghis told him truthfully that he did not know. He did, however, know that the surest way to find the "supreme" anything was to hold a contest. So the "Time of the Vishanti" was declared and all the world's most powerful mages battled to see who would be supreme.
Ayesha, the Rain Queen of Balobedu emerged as the champion, accepting Agamotto's talismans and the title of Sorcerer Supreme circa 10,000 BC. As magnificent and mysterious as the night sky, Ayesha was the first human to bear the title and one of the greatest. Her legacy lives on through her descendents, a matrilineal line of sorceresses that includes the Egyptian Priestess Ashake and the uncanny Ororo (Storm). After serving for nearly 5000 years, Ayesha asked the Genghis to help locate the next Sorcerer Supreme. The competition was held as the Egyptian civilization began to develop and one of its wizards became the first human male to bear the title. Changing his name to Hermes Trismegistrus, he protected the Earth from 5000 to 1800 BC, leaving a wealth of scholarly tomes on magic, alchemy and astrology.
Next to "wear the Eyes" (from 1800 - 1300 BC) was the Persian Wizard Priest Zoroaster who saw the universe as the cosmic struggle between aöa ("truth") and druj ("lie"). He was succeeded by the Assyrian Sorceress Queen Semiramis (1300 - 1100 BC). According to the legend, Semiramis had heard about the fame of the handsome Armenian king Ara. She decided to use the Orb of Agamotto to see him for herself and she fell instantly in love. She sent messengers asking Ara to marry her, but he refused. When she heard this, she gathered the armies of Assyria and marched against Armenia. During the battle, which may have taken place in the Ararat valley, Ara was slain. Semiramis tried unsuccessfully to use her magic to revive him. Driven mad by her grief, she ordered her people to worship Ara as their God and Semiramis as their Goddess. The Vishanti were displeased and banished her from Earth. When she returned to Earth several centuries later, she called herself Salomé and she defeated the then Sorcerer Supreme, Dr. Stephen Strange, to temporarily (and unofficially) regain the title.
The legendary King Solomon replaced Salomé's madness with wisdom and stability from 1100 to 800 BC). He also added to the library of mystic knowledge. The Key of Solomon the King and The Goetia or the Lessser Key of Solomon are still consulted for advice on summoning and binding spirits. Solomon was succeeded by his love, Balkis the Queen of Sheba who served until 550 BC when a series of Greek Philosopher/ Sorcerers attempted to fill the position of Sorcerer Supreme with a mystic triumvirate with mixed results. The mystical argument behind this adjustment was that it more accurately reflected the Trinity of the Vishanti, but it had much to do with the new democratic political philosophy. The triad included Thales the Milesian (replaced by Epimenides of Knossos 500 BC), Pythagoras of Samos (replaced by Empedocles of Agrigentum 470 BC), and Pherecydes of Syros. From the time of the Triumvirate of Mages comes the legend of the Three Magi or Three Wise Men. Caius of Lacedaemon defeated all three of the Sorcerer Supremes in the year 400 BC and reunited the Eyes of Agamotto, but the Vishanti seemed not to care. Agamotto had begun to withdraw again after the situation with Salomé, and the role of Sorcerer Supreme became less visible and less important as time went on.
Zhang Jiao took over in 100 AD and used his power to lead the Yellow Turban Rebellion during the late Eastern Han Dynasty of China, but with the emergence of Christianity and its anti-magic sentiment, Agamotto and the Vishanti remained mostly in the background. The line of succession almost came to an end when the wizard Merlin won the Battle of the Vishanti in the year 500 AD, but rejected the role of Sorcerer Supreme. A nameless sorcerer took up the mantle that Merlin had rejected. This mysterious wizard was especially gifted at the art of illusion, so accounts of his or her appearance are radically different in every historical record. There is no information as to why this individual wished to keep his or her true face hidden.
The title did not truly return to prominence until 1450 AD, when a young Yao (later the Ancient One) took the title and began to reestablish the importance of the Sorcerer Supreme. At this point, the Vishanti had become so distant that the Ancient One actually received the Amulet of Agamotto from Eternity and had to retrieve the Book of the Vishanti from a Babylonian Griffon. Yao was able to reconnect with the Vishanti and other mystic entities.
In the 1960s, the Ancient One took as a disciple a crippled surgeon named Stephen Strange. Becoming known to the world as the hero, Dr. Strange, he has guarded this dimension against an endless series of threats. It wasn't until the 21st century, years after the Ancient One's physical death, that the Aged Genghis held the next Time of the Vishanti, and Strange won the contest, officially claiming the title Sorcerer Supreme. Strange's title has been challenged over the years, and he has been defeated in mystic combat, though never in an official forum. Similarly, Strange has suffered varying degrees of weakness and/ or corruption, causing him to apparently relinquish the title, though never for long, and no being is known to have attained the title during such periods or during periods of Strange's lengthy departure from Earth. Similar situations have occurred with prior Sorcerer Supremes as well.
Other worlds and other dimensions seem to possess Sorcerer Supremes of their own. Whether these other Sorcerer Supremes are also connected to the Vishanti, is unrevealed.
INDEX A: COMMONLY INVOKED MYSTIC PRINCIPALITIES
Agamotto - Usually invoked to summon spells dealing with truth, light and sight. Agamotto is also invoked in incantations connected to the Vishanti.
Balthakk - Usually invoked to summon the "Bolts of Balthakk", powerful fiery energy blasts.
Cinnibus - Usually invoked to summon the "Seven Suns of Cinnibus", which shed powerful mystic light.
Cyttorak - Usually invoked to summon the "Crimson Bands of Cyttorak". The bands can be shaped as rings, a thick circle, a box, a large gem, and so forth, whatever the caster desires and are almost always used to restrain or imprison an enemy. Occasionally the Crimson Bands may also be manipulated like a whip or like a rope for pulling others out of danger. Cyttorak also grants use of the Scarlet Sphere of Cyttorak and the Crimson Crystals of Cyttorak.
Chthon - Usually invoked to summon the darkest of magic, he requires the summoner's soul as payment.
Denak - Usually invoked to summon 'Demons of Denak". This curse is used extensively through the chronicles, but it also is a spell that summons forth demons to do the summoner's bidding. The amount of demons a magician can summon in a week's time is limited only by his experience. Not all the uses of the "Demons of Denak" power were directed to evil purposes, in some cases it was used to dispel other enchantments and to restore magic objects to its original form. Denak also grants power via the "Daggers of Denak", a whirling wheel of cutting magic blades, effective in physical attacks or defenses.
Dormammu - Ruler of the Dark Dimensiona and one of the Faltine, he is usually invoked to summon the darkest of magic, and he frequently requires steep payment. His sister, Umar, is similarly invoked.
Faltine - The Faltine is both the name of a very old and very dense (i.e. with a greater number of spatial dimensions than three, as is the case in our universe) universe (or, improperly, "dimension"), and of its native race, although those are also referred to as "Faltinians". We shall use the latter term to distinguish the natives from their universe. There is no matter in the Faltine, only energy in various forms. The Faltinians are pure energy creatures whose entire life, civilization and pursuits are based on differentiating between degrees and kinds of energy (e.g. between a quark and a gluon). These differences are as important to them as the difference between lead and gold would be to a human. The Faltinians reproduce by scissiparity (fission): a little like Earth amoebas. The goal of every Faltinian is to gather more and choicer combination of energies. When that happens, a Faltinian "genitor" or "progenitor" gives birth to a "scion" - or "kin-being" - who is devoted to him. The purpose of each Faltinian is, naturally, to increase the size of his "clan". This gives rise to complex family relationships (such as being a "third quark proto-scion") and unending feuds. Usually invoked to summon the "Flames of the Faltine". This is an extremely common entreaty and has many effects, though they are similar.
Farallah - Usually invoked to summon the "Fearsome Fangs of Farallah". Creates a huge, gaping, serpentine jaw of fangs with a long green tongue floating in the air. The forked tongue strikes with enourmous strength to snatch up to two targets or bite through almost anything including energy. The jaws are constantly snapping and moving. The duration of the spell seems to be until the original caster's concentration is disrupted or until a victim is destroyed by the fangs. Advanced sorcerers are able to use Farallah's Fangs to chew through the dimensional fabric, creating rips in time and space that may be used to travel through or imprison an enemy.
Hoggoth - Hoggoth is one of the Vishanti and the enigmatic survivor of an ancient, mystic race. He was already ancient when encountered millions, if not billions, of years ago by Oshtur while she explored various realms after departing Earth prior to the fall of the Elder Gods. Usually invoked to summon the "Hoary Hosts of Hoggoth" Incantation used to introduce a spell of banishment. If successful it will send a target to another dimension or point in Earth's dimension. The skilled magician will be able to choose the location. Other spells invoking Hoggoth include the "Mists of Hoggoth", which acts as a traveler's guide through Nightmare's realm and the "Spell of Hoggoth", which causes sleep and forgetfulness. Hoggoth is also invoked in incantations connected to the Vishanti.
Ikonn - Usually invoked to summon the "Illusions of Ikonn", which act as either an Illusion spell or as a Dispel Illusion spell. The Images of Ikonn incantation acts as a Trance spell of a very high skill level. It also is used as the Image Projection spell, except it can create multiple images at once.
Ikthalon - Usually invoked to summon the "Icy Tendrils of Ikthalon" which can be used to freeze or immobilize an enemy.
Krakkan - Usually invoked to summon the "Chains of Krakkan", which serve to entrap and hold others, often preventing them from utilizing their powers.
Munnopor - Usually invoked to summon the "Moons of Munnopor", which are typically used to focus or to enforce a spell the effects of which can be varied. These spells are usually produced in conjunction with invoking another mystic entity, but their related spell can also be used without "help" from other entities. The Moons are called "mystic" or "dozen" or "twelve" or "many", and they have been used, among other purposes, to break an opponent's existing spell, or to banish an enemy. The "Mists of Munnopor" may also be summoned. These are used to conceal an object or to confuse an enemy.
Nightmare - Usually invoked to generate spells pertaining to dreams or sleep.
Nirvalon - Usually invoked to summon the "Nirvalonic Sphere", which creates a rigid sphere around the user of pure Nirvalonic light. This acts as a Shield-Aura spell, but does not allow the flexibility of a normal Shield-Aura. The "White Light of Nirvalon" has been used to dispel illusions or dark energies.
Oshtur - Usually invoked to generate or to strengthen spells that are associated with the element of air, intellect, and reason. Her "mighty hands" and "omnipotence" are usually noted by magicians. Oshtur is also invoked in incantations connected to the Vishanti.
Raggadorr - Usually invoked to summon the "Seven Rings of Raggadorr". Have numerous applications, listed below. In all cases the Rings float over the target, drop down on him, and contract, binding a target and often preventing it from utilizing its powers. The area of effect is always one target, though that target can be as large as an elephant.
Satannish - A demonic Hell-lord whose name is usually invoked to summon the darkest of magic, he frequently requires the summoner's soul as payment.
Seraphim - The Seraphim, who evolved from the Bird-Men of Akah Ma'at, are Oshtur's spawn. They usually manifest as veiled or angelic figures, but their demeanor is so stoic and silent that these angels may seem carved from marble. Their staid nature is a sign of their endless vigilance against the forces of chaos and destruction. There is a well known Seraphim expression, "The first layer of the Seraphim's Shield is Stillness, the second layer is Silence". Across the dimensions, they are known to possess special magic pertaining to protection and defense. The Seraphim can grant a sorcerer potent mystic defenses known as the Shield of the Seraphim or the Sphere of the Seraphim, which are capable of containing or restraining even powerful beings such as Ikonn. However, the full extent of the Seraphim's power is unknown. The Seraphim are prone to grant similar powers to those who invoke them in the right way for evil or good purposes. The power granted can make concrete different effects:
Valtorr - Usually invoked to summon the "Vapors of Valtorr". These are generally used to conceal an object or to confuse an enemy, but they may also be used to create a cushion of vapors to act as a cushion from a great fall. Another use of the vapors is to churn them into mystic storm clouds and call forth the energy that resides within them as arcane lightning bolts. Valtorr may also send the "Vipers of Valtorr". First his Vapors appear, but out of the vapors emerge huge, green, sucker-covered tendrils that can cause great harm to an intended target. Their strength is incredible.
Vishanti - The collective might of Agamotto, Oshtur and Hoggoth is usually invoked to dispel evil energy or reveal truth.
Watoomb - Millennia before the modern era, Watoomb became an immensely powerful mage. Instead of listening to the lectures of his long-winded wizard elders, Watoomb listened to the wind itself and it told him many secrets about the ways of magic. He became the first wizard on his world to practice Exocentric Magic to summon the power of extradimensional entities. Watoomb was not satisfied with wielding the parceled power from mystic entities, and he eventually joined the elite ranks of mortal sorcerers, like Agamotto, who were able to become mystic principalities. Usually invoked to summon the "Winds of Watoomb", often used by magicians of every ilk, this spell creates a strong, mystical wind, which acts as both an unlimited Teleport spell and unlimited Dimensional Aperture spell. Doctor Strange says that the Winds of Watoomb "have sped me past light-years of real distance through unreal ways".
Other beings invoked for power or strength include gods like Cernunnos, Gaea, Mitra, Morpheus, Morrigan, Serushan, Taranis, Tetragrammaton (YHWH) and Valka, as well as the Shi'ar gods Sharra and K'ythri; demons like Lilith, the N'Garai, the Nisanti, Shuma-Gorath and the Old Ones; and cosmic entities like the Phoenix Force. Dyzakk is the name of a dimension, but very little is known regarding other names used in invocations, including Alganom, Amtor, Avanahm, Bharp, Bishru, Bromagdon, Burballak, Cocteau, Courstatt, Daronthon, Daveroth, Draggus, Drood, Edor, Ereathe, Falroth, Gondurr, Gothorah, Gusoyn, Hrrs'hana, Iah, Ishtoreth, Kuma Rhan, Lantarr, Maalock, Magnium, Marchosias, Mehroth, Moshto, Mytorr, Nyogtha, Orvandel, Patootie, Pohldahk, Quantu, Rabis, Rangsabb, Ravenna, Ryzzanel, Sharee, Skartekis, Sulfindum, Suvius, Syd'rakk, Taaru, Urzuu, Whazoom, Yasa, and Zhou'synn; some may even be locations or non-magical beings, such as ancestors or historical figures.
For additional information on magical entities, realms, and talismans, see www.marvunapp.com.